webgl_materials_lightmap.html 4.8 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - materials - lightmap</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background:#fff;
				padding:0;
				margin:0;
				overflow:hidden;
				font-family:georgia;
				text-align:center;
			}
			h1 { }
			a { color:skyblue }

			#stats { position: absolute; top:0; left: 0 }
			#stats #fps { background: transparent !important }
			#stats #fps #fpsText { color: #abc !important }
			#stats #fps #fpsGraph { display: none }
		</style>
	</head>

	<body>
		<script src="../build/three.min.js"></script>

		<script src="js/controls/TrackballControls.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script type="x-shader/x-vertex" id="vertexShader">

			varying vec3 vWorldPosition;

			void main() {

				vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
				vWorldPosition = worldPosition.xyz;

				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}

		</script>

		<script type="x-shader/x-fragment" id="fragmentShader">

			uniform vec3 topColor;
			uniform vec3 bottomColor;
			uniform float offset;
			uniform float exponent;

			varying vec3 vWorldPosition;

			void main() {

				float h = normalize( vWorldPosition + offset ).y;
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				gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h, 0.0 ), exponent ), 0.0 ) ), 1.0 );
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			}

		</script>

		<script>

			var SCREEN_WIDTH = window.innerWidth;
			var SCREEN_HEIGHT = window.innerHeight;

			var container,stats;
			var camera, scene, renderer;

			var clock = new THREE.Clock();

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				// CAMERA

				camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
				camera.position.x = 700;
				camera.position.z = -500;
				camera.position.y = 180;

				// SCENE

				scene = new THREE.Scene();
				scene.fog = new THREE.Fog( 0xffffff, 1000, 10000 );

				// CONTROLS

				controls = new THREE.TrackballControls( camera );
				controls.target.z = 150;

				// LIGHTS

				var directionalLight = new THREE.DirectionalLight( 0xffffff, 1.475 );
				directionalLight.position.set( 100, 100, -100 );
				scene.add( directionalLight );


				var hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 1.25 );
				hemiLight.color.setHSL( 0.6, 1, 0.75 );
				hemiLight.groundColor.setHSL( 0.1, 0.8, 0.7 );
				hemiLight.position.y = 500;
				scene.add( hemiLight );

				// SKYDOME

				var vertexShader = document.getElementById( 'vertexShader' ).textContent;
				var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
				var uniforms = {
					topColor: 	 { type: "c", value: new THREE.Color( 0x0077ff ) },
					bottomColor: { type: "c", value: new THREE.Color( 0xffffff ) },
					offset:		 { type: "f", value: 400 },
					exponent:	 { type: "f", value: 0.6 }
				}
				uniforms.topColor.value.copy( hemiLight.color );

				scene.fog.color.copy( uniforms.bottomColor.value );

				var skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
				var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );

				var sky = new THREE.Mesh( skyGeo, skyMat );
				scene.add( sky );

				// RENDERER

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				renderer = new THREE.WebGLRenderer( { antialias: true } );
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				renderer.setClearColor( scene.fog.color, 1 );
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				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
				renderer.domElement.style.position = "relative";
				container.appendChild( renderer.domElement );

				renderer.gammaInput = true;
				renderer.gammaOutput = true;

				// STATS

				stats = new Stats();
				container.appendChild( stats.domElement );

				// MODEL

				var loader = new THREE.JSONLoader();
				var callback = function ( geometry, materials ) { createScene( geometry, materials, 0, 0, 0, 0, 100 ) };

				loader.load( "obj/lightmap/lightmap.js", callback );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function createScene( geometry, materials, x, y, z, b, s ) {

				var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
				mesh.position.set( x, y, z );
				mesh.scale.set( s, s, s );
				scene.add( mesh );

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				var delta = clock.getDelta();
				controls.update( delta );

				renderer.render( scene, camera );

			}


		</script>

	</body>
</html>